| 1 | /*! |
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| 2 | * @file mapped_water.h |
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| 3 | * worldentity for flat, cool looking, mapped water |
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| 4 | */ |
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| 5 | /*! example input in .oxw file with the standard values |
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| 6 | <MappedWater> |
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| 7 | <waterpos>0,0,0</waterpos> |
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| 8 | <watersize>100,100</watersize> |
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| 9 | <wateruv>9</wateruv><!-- size of the waves --> |
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| 10 | <waterflow>0.08</waterflow> |
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| 11 | <lightpos>0,10,0</lightpos> |
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| 12 | <waterangle>0</waterangle> |
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| 13 | <normalmapscale>0.25</normalmapscale><!-- you won't see a big differnce if you change that --> |
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| 14 | </MappedWater> |
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| 15 | */ |
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| 16 | |
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| 17 | |
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| 18 | #ifndef _MAPPED_WATER_H |
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| 19 | #define _MAPPED_WATER_H |
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| 20 | |
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| 21 | #include "world_entity.h" |
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| 22 | #include "material.h" |
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| 23 | #include "shader.h" |
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| 24 | |
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| 25 | |
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| 26 | class MappedWater : public WorldEntity |
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| 27 | { |
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| 28 | public: |
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| 29 | MappedWater(const TiXmlElement* root = NULL); |
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| 30 | virtual ~MappedWater(); |
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| 31 | |
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| 32 | void loadParams(const TiXmlElement* root); |
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| 33 | |
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| 34 | void draw() const; |
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| 35 | void tick(float dt); |
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| 36 | |
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| 37 | // function to prepare renderpaths for creation of refleaction and reflaction textures |
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| 38 | void activateReflection(); |
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| 39 | void deactivateReflection(); |
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| 40 | void activateRefraction(); |
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| 41 | void deactivateRefraction(); |
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| 42 | |
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| 43 | // functions to set parameters for the water, usually they're called through loadparam |
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| 44 | void setLightPos(float x, float y, float z) { this->lightPos = Vector(x,y,z); }; |
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| 45 | void setWaterPos(float x, float y, float z) { this->waterPos = Vector(x,y,z); }; |
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| 46 | void setWaterSize(float x, float z) { this->xWidth = x; this->zWidth = z; }; |
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| 47 | void setWaterAngle(float angle) { this->waterAngle = angle; }; |
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| 48 | void setWaterUV(float uv) { this->waterUV = uv; }; |
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| 49 | void setWaterFlow(float flow) { this->waterFlow = flow; }; |
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| 50 | void setNormalMapScale(float scale) { this->kNormalMapScale = scale; }; |
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| 51 | |
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| 52 | private: |
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| 53 | void initParams(); |
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| 54 | void initTextures(); |
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| 55 | void initShaders(); |
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| 56 | |
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| 57 | private: |
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| 58 | Vector waterPos; //!< position of the water |
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| 59 | float xWidth, zWidth; //!< size of the water quad |
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| 60 | Vector lightPos; //!< position of the light that is used to render the reflection |
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| 61 | float waterAngle; //!< defines how much the water will be turned around the point waterPos |
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| 62 | |
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| 63 | float move; //!< textures coords, speeds, positions for the shaded textures.... |
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| 64 | float move2; |
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| 65 | float waterUV; //!< size of the waves |
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| 66 | float waterFlow; //!< speed of the water |
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| 67 | float normalUV; |
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| 68 | float kNormalMapScale; |
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| 69 | |
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| 70 | int textureSize; //!< height and width of the texture |
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| 71 | Material mat; |
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| 72 | Shader* shader; |
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| 73 | Shader::Uniform* cam_uni; //!< uniform that is used for the camera position |
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| 74 | }; |
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| 75 | |
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| 76 | #endif |
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